Author Topic: RoF - Chapterhouse - A Matter of Life and Death  (Read 18944 times)

Ssark

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #15 on: May 08, 2013, 06:43:06 PM »
After a few runs at this, we've learned a lot about Shrouding up, DPSing Marnek and the wraiths.  Here is a our current strategy: if you are in G8/G9, please review carefully.

Shrouds

If called to shroud in G8/G9, it is done in a rotation established in FLShrouds:Shrouds.  Watch for controller calls.  To shroud up, drop down into northwest anteroom and stand on pad.  You will get two abilities: Wraith Lure and Marnek's Bane.  The Lure taunts wraiths, and is primarily used by G8.  The Bane ability damages Marnek in skeleton form, and is primarily used by G9.  When you first shroud, add both of these to a hotkey bank and have it ready each time you raid.

The shrouded form lasts for about 2 minutes.  When it runs down to about 20-30s, run to the south anteroom pad to deshroud.  If you do not deshroud when the buff wears off, you die.  We ask you to do this a bit early in case you get rooted or have a hard time finding your way to the south pad.

NO ONE but those called in G8/G9 should ever shroud.  NO ONE but G8/G9 should be near the NW anteroom.

Neither group may DPS on Marnek in human form.  Neither group should attempt to Melee DPS Marnek in skeleton form.  (This was attempted but even with 1M HP he tears through it quickly, and we cannot afford any deaths -- the risk is not worth the benefit.)

If you are one of the 10 shrouders in G8/G9, make a hotkey.  The hotkey should 1) announce in /shout warning the raid that a skeleton is about to be produced 2) inform the shroud channel that you are about to shroud 3) send a /tell to the person after you that they are on deck.  Example:

Code: [Select]
/shout Skeleton INC! (Ssark)
/7 Ssark (G8) is shrouded.  Endotron (G8) is next!
/tell Endotron you're next up once my skeleton dies.

Shrouded Group Roles:

Controller: calls out Group 8 rotation during human phase for Group 8, and watches buffs/orders additional shrouders.  During skeleton phase, reminds shroud groups about # of skeleton adds, watches health of human sacrifices and helps accelerate Marnek health drop if needed.  Preferably a member of Group 9, but not necessarily.  Should not be a healer.

Haster: someone who hastes the shrouded folks once they've entered the form.  Can be anyone in raid, including those not in G8/G9.  Should have members of G8 on ETW (they are on wraiths and need haste more than G9 later).

Healers: 2 people, one in G8 and the other in G9, who keep the shrouders alive when they're not shrouded.  If unable to rez, they must call for rez since bodies may be dragged to north pool, giving us an Animated Corpse and likely wiping us.  They should have opposite group on ETW.  Be aware that when your target is shrouded, your heals are insignificant to the number of hps and damage being done to these folks.

Group 8: Wraiths

During human form:
Group 8 has its own 5-person rotation (all 5 except healer).  Starting at 97% the first person shrouds, a skeleton is spawned.  When skeleton dies, next shrouder goes.  By this time wraith has spawned and two shrouders are beating on it; the controller determines if a third should go or not, depending on DPS.  If wraith dies, current shrouded move to south ring to return to human form; next person in rotation waits until rotation starts again at next 4%.  This continues every 4% until 80% when Marnek goes into skeleton form.

During skeleton form:
Group 8 continually shrouds, one after another, sometimes with all 5 people shrouded.  Their primary focus is always the wraiths, but they are to nuke Marnek whenever possible.  There is no need for controller to announce shrouded; simply watch the skeleton spawned by the person before you, and when it dies, shroud up.

Group 9: Marnek Nukers

During human form:
If able to fade often (bards, monks, etc.) can help on skeletons while Marnek is human.  Otherwise, G9 should wait patiently off to the side, help heal others in G8/G9 if possible, but do not get on Marnek hatelist to avoid dots/root.  Do not shroud while Marnek is in human form.

During skeleton form:
Group 9 has its own 5-person rotation (all 5 except healer).  At around 81%, Group 9 begin their shroud rotation, sometimes with all 5 shrouded at once.  Their primary focus is always on Marnek -- when the Bane button pops, target Marnek and hit it.  They may help on wraiths, but Marnek is the primary focus.  This continues until Marnek reverts back to human form.
« Last Edit: May 08, 2013, 06:46:15 PM by Ssark »

Maglor

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #16 on: May 11, 2013, 03:28:28 AM »
Just an fyi.  I have been noticing people, casters mainly, standing on the wall.  I suspect this could be a key reason why we are wiping.

Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #17 on: May 11, 2013, 05:53:22 PM »
Just an fyi.  I have been noticing people, casters mainly, standing on the wall.  I suspect this could be a key reason why we are wiping.

We've mentioned during raid to avoid this.  But I'll reiterate it and the reasons why in the adjust post to follow.  Thanks.


Furro

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #18 on: May 11, 2013, 05:55:23 PM »
 
Event Adjusts
 
Polishing our tactics further on this.
 

Skeleton Adds

Bards, Enchanters - DO NOT MEZ even the melee player ones.  We tested this last night, but it turns out even the player melee ones are not always 100% mezzable. 

Note: It was worth testing mez last night as a stopgap, but turned out to be not viable based on the inconsistency mentioned above.  In addition, Bards, we need you focused on cures as top priority.  Enchanters, your role remains hasting shrouds. 

Skeleton add pace is completely within our control.  It's more about balancing the number of adds we can handle without becoming overwhelmed.  We'll continue to monitor/adjust our add spawn pace, especially during Marnek Live to Skeleton transitions, when the additional shroud group staggers into play which in turn increases skeleton add occurrences.


Main Raid Positioning

Our west position is unchanged.  However, please stay OFF THE WALLS.  Skeleton adds have an anti-kite DT mechanic.  Players on the walls that happen to get aggro for whatever reason can cause the add to travel to them and DT our MT and/or them.  This is a potential catalyst which can result in an AC add without intervention.


Shroud Team

G8 group role remains unchanged.

G9, in order to maximize their contributions; will assist MA2 at the main raid against Skeleton Adds until just prior to each Skeleton Marnek Stage.  At which point, they will drop aggro and resume their shroud assignment.

This will enable G9 to contribute DPS against skeleton adds during Live Marnek.

Additional shroud group makeup changes will be implemented next attempt as well.


Paladins, Druids, Shaman, Clerics - REZ Clicky Staff

Item: Staff of Forbidden Rites
  • Click Resurrection, 1 second cast time.  30 second refresh
  • Can use while in combat, and alternate between AA/Spell Rez.
  • Any slot/inventory usable
  • Cost 63 McKenzie's Special Brews
If you have some brews wasting away, or want to expand your rez options for efficiency, then this clicky fills that gap.


Marnek Skeleton AURA DD Trigger


MARNEK SKELETON FORM

Skeleton forms at: 80%, 50%, 20% HP

Permanently rooted in this form (but not always).  Does not summon.  We are NOT main tanking during this form.

Everyone - DO NOT GO NEAR MARNEK.  Surrounding AURA damages any player NOT shrouded.


Please note the RED highlighted line in the above quote.

The AURA DD during Skeleton Form Marnek is significant; but avoidable damage.

What's happening is, we tank Marnek at a point far enough away.  But when it goes into Skeleton form, it resets closer to us and as a result catches players in the aura.

Solution:  Position further west, but remain off the walls.  In addition, we've added a trigger to warn when you are being hit by the aura.  When it fires, move!

[Fri May 10 22:25:48 2013] Your health diminishes while you remain in close contact with the dead.
[Fri May 10 22:25:48 2013] You have been hit for 40,000 points of damage.

Trigger Addon: rof-chapterhouse-marnek-skeleton-aura.gtt

Note: Trigger has been added to related GTT set for the event as well (for newcomers).


Paladins

Try these two triggers I made.  One will show the players targeted with POOL DOT.  The other will show who is being CORPSE DRAGGED (ie, dead).

When the POOL DOTTED player overlay displays, you can manually /tar them (just use first 3-4 chars of their name imo), and then PATCH HEAL them.  That'll help the person survive longer to reach the pool.

For the corpse trigger, it's obvious, but /tar that person and REZ them.

Trigger Addon: rof-chapterhouse-dot-heal-rez-targets.gtt



Summary of Adjusts
  • G9 multi-role implemented
  • Bard/Enc do not mez or attempt to mez Skeleton adds
  • Trigger added for Skeleton form Marnek Aura
  • Triggers added for who is DoT'd and being Corpse dragged
  • Main base camp, avoid positioning on walls
  • Clicky Rez Staff recommendation/option
« Last Edit: May 11, 2013, 08:55:35 PM by Furro »

rattman

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Re: RoF - Chapterhouse - A Matter of Life and Death
« Reply #19 on: May 12, 2013, 03:52:03 PM »
Score!!!!!  Great Job All!